This patch has a good number of changes, and is largely a follow up to the previous smaller patch. Bringing down some overperforming classes, some skill nerfs, new generics, and a huge banlist change!
Currently we've not had a chance to see how the Miner changes will affect the class in the long run, but there's some choices in the loot that I was unhappy with. Those have been replaced, and some of the old starting loot cards that were taken out last patch have also been added into loot pools.
Another quick change is making the Relic effect to search a Spell/Trap Once Per Duel. Free searcch every turn is a little strong.
As expected, the starting inventory hits to Priest weren't enough to stop it's overwhelming amount of pressure it puts up. A shake up with it's loot and some banlist changes to bring it down closer to other classes.
Shattered Hourglass has also been changed to no longer replace your Legendary. The class already has one of the better Relics available and giving it a strong Legendary tips it over the top in a way that isn't needed.
The new changes to Patchwork have been great! The class plays much more how I wanted it to. Unfortunately, there has been several oversights that were left unchecked since the change to the Skill and made it feel like an impossible wall to climb. Slapping on more restrictions for them and shifting them up to High Quality should make it a much more bearable class to face throughout.
The last part of Toy Maker I truly didn't feel happy with was one of it's Tip Skills. Teamwork Makes the Dream Work just didn't incentivise using Patchwork enough for me, and has been replaced with a new Skill: Patchwork Playdate!
Not many changes here, just targetting some early parts of the Class that feel a little better than they should. "Fossil Excavation" has been removed from the Starting Inventory as a reborn effect is hard to deal with in a class that has access to massive monsters.
Pirate is getting some love this patch, with a change to it's Quest and Relic! The Quest now Normal Summons a "Skull Mariner" letting you gain a Booty counter off of it. The effect of the Relic that let's you equip a new card to "Skull Mariner" has been made into a Quick Effect, letting you have options for your own and your opponent's turn.
Both of the Tip Skills have also been given minor changes to make them better.
The fabled Necromancer buff?! Yeah this class has been beaten down with nerfs for a loooong time and it's finally paid off. It's gameplan is pretty locked in now with the more limited options it has, so we're giving it some shiny new Extra Deck tools to play around with. Give some more options for what you want to try and do.
Our beloved friend Al has been sat with his worms and outspace friends. That's not changing. Instead he's getting a nice buff for the "Worm" start and a pretty nice Rank 4 Reptile some people might be a fan of *The King, THE KING*.
Jacob plant bias to buff Gardener base. The gameplan really do be all or nothing on "Trent" round 1 so it's ability to make Synchros is getting improved as an additional playstyle. And a fun, trap based rank 4 found it's way into the starting loot too. Neato!
We FLIPPING love FLIP monsters! And giving a lil more to the starting pool for Acrobat is just a nice present they deserve. God bless TCG Exclusives.
This is the largest change this patch. Previously in KDR, the banlist has always functioned how it does in the TCG with Limits and Semi-Limits. From now on, the banlist will function how it does in Duel Links:
Limited 1: You may include no more than one card in your deck from all the Limited 1 cards.
Limited 2: You may include no more than two cards in your deck from all the Limited 2 cards.
Limited 3: You may include no more than three cards in your deck from all the Limited 3 cards.
What does this change? Well for us it gives us a new flexibility in hitting cards. If there's 2 strategies we want in a class but feel they're too strong when combined we can address that easily using this list. It also means we can happily add more powerful generic cards with them sharing a place on the banlist. For you it puts a new choice in deck building.
Optimistic about this change and excited to try it out.
Now does this solve every single issue people have with each class? Is KDR finally going to be peak and balanced?
No. But it should generally be an improvement which is the most we can hope for. It's a very tough format to keep level with how different each class can be, the amount of support each Type gets, and just trying to have unique and fun ideas for Skills and Quests. And it's not helped with both of us having lives to live, as much as I wish I could just spend my whole life working on this format-
All of you are essentially playtesting the format each KDR. And it's super helpful getting feedback on what's fun, what isn't, and what gives you PTSD of Monarch. Balance suggestions are almost always taken with a grain of salt, specifically the salt coming from you losing to said class you hate on, but getting replays is the best way we can see those overpowered classes in action (Not just asking for them cause its fun to watch, please no more 3 minute unskippable RPS). Big thanks to everyone who plays and enjoys KDR, we love making it despite how much I want to cease existence doing so each update.
Anything you really wanna see in KDR? Anything you specifically don't want? Whatever it may be, let it known! Nothing is ignored, we read it all. Just some of it is dumb :D